Inspired by traditional expressive animation, we attempt to propose an infinite emotion-space as a model to control free-form facial expression synthesis. Although a number of mod...
Objects and scenes in virtual worlds such as 3-d computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformati...
While animation using barycentric coordinates or other automatic weight assignment methods has become a popular method for shape deformation, the global nature of the weights limi...
We introduce a novel algorithm for transforming character animation sequences that preserves essential physical properties of the motion. By using the spacetime constraints dynami...
We present physically based algorithms for interactive deformable shape and motion modeling. We coarsely sample the objects with simulation nodes, and apply a meshless finite elem...
Bart Adams, Martin Wicke, Maks Ovsjanikov, Michael...